/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilitiesEditor/Public/GameplayAbilityAudit.h
This contains all of the data we gather about a Blueprint during the Audit process
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnlyHierarchical) struct FGameplayAbilityAuditRow : public [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase)
EGameplayAbilit...
ActivationPath
Does the Blueprint override Activate, ActivateByEvent, or is it left up to Native code?
TArray<FString...
AsyncTasks
List of AsyncTasks the Blueprint uses
bool
bChecksCostManually
Does the Blueprint CheckCosts? If so it's an indication that this ability is a multi-step ability.
bool
bCommitAbility
Does the Blueprint Commit? If not (and we are a non-native BP), the costs will never apply and we are breaking our expected flow.
bool
bOverridesCanActivate
Does the Blueprint implement CanActivate? It can be an indication that there are complex rules for triggering.
bool
bOverridesShouldAbilityRespondToEvent
Does the Blueprint implement ShouldAbilityRespondToEvent? It can be an indication that there are complex rules for triggering.
FName
CooldownGE
If the GameplayAbility has a Cooldown GameplayEffect, this field will tell us which one it's using.
FName
CostGE
If the GameplayAbility has a Cost GameplayEffect, this field will tell us which one it's using.
EGameplayAbilit...
EndAbility
How does the Blueprint call EndAbility? If missing, this Ability can be assumed to be a persistent one and removed from Gameplay code (e.g. while tags are active)
TArray<FName>
Functions
List of functions the Blueprint calls
TArray<FName>
MutatedVariables
List of Variables the Blueprint mutates
TEnumAsByte<EG...
NetExecutionPolicy
The NetExecutionPolicy of the GameplayAbility
TEnumAsByte<EG...
NetSecurityPolicy
The NetSecurityPolicy of the GameplayAbility
TEnumAsByte<EG...
ReplicationPolicy
The Replication Policy which controls if the instance itself is replicated (and therefore controls variable replication)